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Honour's Project

Wednesday, 18 May 2011. Believable Characters that influence. Institute of Arts, Media and Computer Games. University of Abertay Dundee. This study has many different areas that could be explored and as a result this study should be focused on one of them. Adams(2008, p.2). Shawn Lucas(2008) for giving examples of poor companion AI:. A good example from The Elder Scrolls IV: Oblivion. As such they are a fundamental requirement of believability. They are expressed through outward appearance and behavi...

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Honour's Project | ajhepburn.blogspot.com Reviews
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Wednesday, 18 May 2011. Believable Characters that influence. Institute of Arts, Media and Computer Games. University of Abertay Dundee. This study has many different areas that could be explored and as a result this study should be focused on one of them. Adams(2008, p.2). Shawn Lucas(2008) for giving examples of poor companion AI:. A good example from The Elder Scrolls IV: Oblivion. As such they are a fundamental requirement of believability. They are expressed through outward appearance and behavi...
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1 honour's project
2 final dissertation
3 a games storyline
4 computer games technology
5 table of contents
6 abstract
7 introduction
8 literary review
9 story
10 personality
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honour's project,final dissertation,a games storyline,computer games technology,table of contents,abstract,introduction,literary review,story,personality,emotions,methodology,finite state machine,decision trees,personality class,emotions class,analysis
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Honour's Project | ajhepburn.blogspot.com Reviews

https://ajhepburn.blogspot.com

Wednesday, 18 May 2011. Believable Characters that influence. Institute of Arts, Media and Computer Games. University of Abertay Dundee. This study has many different areas that could be explored and as a result this study should be focused on one of them. Adams(2008, p.2). Shawn Lucas(2008) for giving examples of poor companion AI:. A good example from The Elder Scrolls IV: Oblivion. As such they are a fundamental requirement of believability. They are expressed through outward appearance and behavi...

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1

Honour's Project: September 2010

http://ajhepburn.blogspot.com/2010_09_01_archive.html

Wednesday, 29 September 2010. 1State the topic of interest that you may wish to take forward into a project. 2Indicate the issues surrounding this topic that you may wish to investigate. 3Outline your initial ideas about how you would carry out the practical aspects of the project. 1The topic of interest I am considering looking into is the use of AI techniques in relation to. NPC's effect on decision making in games; hopefully to lead to a more realistic. Effect on the game world. The NPC's personality ...

2

Honour's Project: October 2010

http://ajhepburn.blogspot.com/2010_10_01_archive.html

Monday, 25 October 2010. Practically I was looking to create a short text based story with the player making different decisions and the NPCs reacting to the decisions and attitude of the player in a way the would influence the story however how to go about making this a test I could draw a conclusion from has to this point eluded me."[. Can an NPC's* personality and emotions be used to actively effect consequences in a game and possible the main storyline itself". NPC - Non-player Character.

3

Honour's Project: January 2011

http://ajhepburn.blogspot.com/2011_01_01_archive.html

Tuesday, 25 January 2011. Honours Project Planning and Reporting. Honours Project – Final Proposal. Addressing the Question.2. Plan/Schedule and Resource Requirements.3. References and Bibliography.4. It is very rare in games that character other than the player can influence the consequences of a game's storyline. The goal of this research is to find if not only the player character(PC) but also the non-player character's(NPC) can be able to move a storyline forward. G. Although games have taken a step ...

4

Honour's Project: March 2011

http://ajhepburn.blogspot.com/2011_03_01_archive.html

Monday, 28 March 2011. For determining how to calculate when these emotions are to be used, a formula was created based on the intensity of the event, the big five personality factors and the sixteen personality factors. The emotion formula for each emotion are as follows:. Fear:Neuroticism-Extraversion Openness Agreeableness-Conscientiousness Apprehension. Happiness:-Neuroticism Extraversion Openness Agreeableness-Conscientiousness Liveliness. The big five personality factors are. Extraversion, Agreeabl...

5

Honour's Project: November 2010

http://ajhepburn.blogspot.com/2010_11_01_archive.html

Tuesday, 16 November 2010. For this project I intend to create a believable character that can influence the consequences of a game's storyline. The idea is for not only the PC but also the NPC's to be able to move a storyline forward. My motivation for this project is current games. Graphics have come a huge way in the games industry however. Can a believable character, with personality and emotions be created that can actively and realistically effect consequences in a game's story? To conclude I am ho...

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Honour's Project

Wednesday, 18 May 2011. Believable Characters that influence. Institute of Arts, Media and Computer Games. University of Abertay Dundee. This study has many different areas that could be explored and as a result this study should be focused on one of them. Adams(2008, p.2). Shawn Lucas(2008) for giving examples of poor companion AI:. A good example from The Elder Scrolls IV: Oblivion. As such they are a fundamental requirement of believability. They are expressed through outward appearance and behavi...

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